mirror of https://github.com/PCSX2/pcsx2.git
119 lines
3.5 KiB
C
119 lines
3.5 KiB
C
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#define NUM_FILTERS 2 // texture filtering
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#define NUM_TYPES 5 // types of texture read modes
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#define NUM_TEXWRAPS 4 // texture wrapping
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#define NUM_SHADERS (NUM_FILTERS*NUM_TYPES*NUM_TEXWRAPS*32) // # shaders for a given ps
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#define SHADER_20 0
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#define SHADER_20a 1
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#define SHADER_20b 2
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#define SHADER_30 3
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// ps == 0, 2.0
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// ps == 1, 2.0a, nvidia
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// ps == 2, 2.0b, ati
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const static char* g_pShaders[4] = { "ps_2_0", "ps_2_a", "ps_2_b", "ps_3_0" };
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const static char* g_pPsTexWrap[] = { "REPEAT", "CLAMP", "REGION_REPEAT", NULL };
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const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" };
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#define TEXWRAP_REPEAT 0
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#define TEXWRAP_CLAMP 1
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#define TEXWRAP_REGION_REPEAT 2
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#define TEXWRAP_REPEAT_CLAMP 3
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inline int GET_SHADER_INDEX(int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int context, int ps)
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{
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return type + texfilter*NUM_TYPES + NUM_FILTERS*NUM_TYPES*texwrap + NUM_TEXWRAPS*NUM_FILTERS*NUM_TYPES*(fog+2*writedepth+4*testaem+8*exactcolor+16*context+32*ps);
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}
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static HRESULT LoadShaderFromType(const char* srcfile, int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int ps, DWORD flags,
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IDirect3DDevice9* pd3dDevice, ID3DXInclude* pInclude, IDirect3DPixelShader9** pps)
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{
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assert( texwrap < NUM_TEXWRAPS);
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assert( type < NUM_TYPES );
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char str[255];
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sprintf(str, "Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]);
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LPD3DXBUFFER pShader = NULL, pError = NULL;
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SAFE_RELEASE(*pps);
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vector<D3DXMACRO> macros;
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D3DXMACRO dummy; dummy.Definition = NULL; dummy.Name = NULL;
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if( g_pPsTexWrap[texwrap] != NULL ) {
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D3DXMACRO m;
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m.Name = g_pPsTexWrap[texwrap];
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m.Definition = "1";
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macros.push_back(m);
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}
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if( writedepth ) {
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D3DXMACRO m;
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m.Name = "WRITE_DEPTH";
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m.Definition = "1";
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macros.push_back(m);
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}
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if( testaem ) {
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D3DXMACRO m;
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m.Name = "TEST_AEM";
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m.Definition = "1";
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macros.push_back(m);
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}
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if( exactcolor ) {
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D3DXMACRO m;
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m.Name = "EXACT_COLOR";
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m.Definition = "1";
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macros.push_back(m);
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}
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macros.push_back(dummy);
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HRESULT hr = D3DXCompileShaderFromFile(srcfile, ¯os[0], pInclude, str, g_pShaders[ps], flags, &pShader, &pError, NULL);
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if( FAILED(hr) )
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{
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printf("Failed to load %s\n%s\n", str, pError->GetBufferPointer());
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SAFE_RELEASE(pShader);
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SAFE_RELEASE(pError);
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return hr;
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}
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DWORD* ptr = (DWORD*)pShader->GetBufferPointer();
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hr = pd3dDevice->CreatePixelShader(ptr, pps);
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SAFE_RELEASE(pShader);
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SAFE_RELEASE(pError);
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return hr;
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}
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struct SHADERHEADER
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{
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DWORD index, offset, size; // if highest bit of index is set, pixel shader
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};
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#define SH_30 0x4000 // or for vs3.0 shaders
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#define SH_WRITEDEPTH 0x2000 // depth is written
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#define SH_CONTEXT1 0x1000 // context1 is used
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#define SH_REGULARVS 0x8000
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#define SH_TEXTUREVS 0x8001
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#define SH_REGULARFOGVS 0x8002
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#define SH_TEXTUREFOGVS 0x8003
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#define SH_REGULARPS 0x8004
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#define SH_REGULARFOGPS 0x8005
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#define SH_BITBLTVS 0x8006
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#define SH_BITBLTPS 0x8007
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#define SH_BITBLTDEPTHPS 0x8009
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#define SH_CRTCTARGPS 0x800a
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#define SH_CRTCPS 0x800b
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#define SH_CRTC24PS 0x800c
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#define SH_ZEROPS 0x800e
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#define SH_BASETEXTUREPS 0x800f
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#define SH_BITBLTAAPS 0x8010
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#define SH_CRTCTARGINTERPS 0x8012
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#define SH_CRTCINTERPS 0x8013
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#define SH_CRTC24INTERPS 0x8014
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#define SH_BITBLTDEPTHMRTPS 0x8016
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#define SH_BITBLTDEPTHTEXPS 0x8017
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#define SH_BITBLTDEPTHTEXMRTPS 0x8018
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#define SH_CONVERT16TO32PS 0x8020
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#define SH_CONVERT32TO16PS 0x8021
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